Can you make a video using only C and lower tier badges only? I think it would be interesting to force you to use less common strategies and see how they work
Yeah but if he gets Hammerman he'd then have to probably rely on the higher tiered hammer moves.. since it'd be dumb to then be stuck with only hammer but no hammer moves
It also increases power against fire enemies by 1, and allows Mario to jump on them - essentially a "fire is lame" badge for only 2 bp. It's even more busted in OG paper mario lol
I'm following up on this comment because while there aren't as many fire enemies, it does situationally boost Mario a ton against these enemies, and let him jump on them as if they were spiky enemies... For all of that utility though, there are a surprising lack of fire attacks. If it was 1BP I feel it could be more useful. Alas.
Random fun fact, if you equip 32 super appeals (either partner or normal) it will fill your star power completely from empty. I did a pit challenge run using only special moves.
This. Appeal can be super busted. 1 isn’t so good but stacked and oh my gosh. I remember back in the day having like 25HP, +50FP everything went to BP. When Mario waves to the crowd I think I saw a Goomba faint out of excitement in the front row (jk jk). But yeah appeal is super good.
The W emblem was essential for me, because I would make the yellow/purple my costume for the Glitz Pit. Great Gonzalez needs a different look so he doesn’t get mobbed by fans.
FP Drain plus a fp saver is funny with hammer throw. Makes it free (costs 1 fp due to the saver then you gain 1 fp due to the drain). Is it better than jump strategies? No, not at all, but it is still plenty good enough to get you through the game easily (fire drive, quake hammer and hammer throw pretty much takes care of everything you'll ever need. All I did against shadow queen (only had 1.5x health on her) was just spam fire drive). Jump strategies are just kind of a bit broken. @@daniellejackson6543
@@lisatroiani6119 Not exactly buffed, just reworked. Hammer Throw in the remake is unaffected by the hammer upgrade you have so its base damage is always 2, even with ultra hammer. But on top of that it ignores defense. Therefore unless you have an effect on you that lowers your attack from the default it will always deal at least 2 damage to the enemy
I was about to say the same thing, crickets are handy and severely nerf Hooktail, who's kinda a bitch to fight at that point in the game without it tbh.
Sure, but that whole concept is a gimmick in and of itself. It's just there to reward new players for thorough exploration of the world, lore and game mechanics. @@Foirelle
Quake hammer is essential for those round enemies in the pit that poke you if you get too close. It pierces defense and keeps you safe from enemies like those. It's fully S tier. I never unequip it. Also it attacks all excluding flying enemies. Hammer throw is useful if enemies are too high to hit at least a B.
Plus, Quake Hammer can also hit Rawk Hawk when he's clinging to the beam above the reach of your jump. This gives a nice alternative to hitting him if you don't want to use Flurrie to knock him down
The only issue with quake hammer is that it conflicts with jumpman, and once you have spike shield there's almost no scenario where I'd choose quake hammer over jumpman
You can also take those out with a POW Block or Earth Quake item, but FP is essentially an infinitely renewable resource in the Glitz Pit so if you can use Quake Hammer against them, you should. Probably the biggest weakness of Quake Hammer is that its power doesn't scale with the hammer you have. It always has a base attack power of 2, where other hammer moves get 2, 4, or 6 depending on your hammer. (Other stat boosts work, just not the hammer's base attack.) So it loses some of its utility later in the game.
@@MarsJenkar Power Quake and Mega Quake from PM64 are really good since they scale with your hammer, like you said. I have no idea why these badges aren't in TTYd.
Yea it works really well against the glitz pit specifically because of the conditions that might make it hard to do damage against certain enemies that have high defense.
Interesting remake-exclusive note about Mega Rush P: If you finish a battle with your partner downed, they're auto-healed to 1 HP. You no longer need to get them down to exactly Peril or carry around a Dried Shroom to use on the field... all you have to do is let them eat shit, finish the battle, and then next battle you go into, they're already Mega Rushed for you.
This video’s a great resource for anyone who wants to get the most out of their badge builds! Here are timestamps to help navigate: 0:56 Power Jump (+ jump badges) 3:58 Power Smash (+ hammer badges) 7:23 Charge (+P) 7:52 Double Dip (+P) 8:39 HP Plus (+P) + FP Plus 9:36 Power Plus (+P) 9:56 All or Nothing 10:09 Jumpman + Hammerman 11:00 P-Up, D-Down (+ up/down badges) 12:12 Damage Dodge (+P) 13:04 Defend Plus (+P) 13:34 Double Pain 13:56 Power Rush (+ danger badges) 17:13 Pretty Lucky (+ luck badges) 18:45 Happy Heart (+ happy badges) 19:23 Flower Saver (+P) 19:53 Pity Flower 20:23 HP Drain (+ drain badges) 21:36 Heart Finder + Flower Finder 21:54 Item Hog 22:04 Ice Power 22:43 Spike Shield 23:18 Zap Tap 23:47 Return Postage 24:34 Feeling Fine (+P) 25:14 Refund + Money Money 26:02 Super Appeal (+P) 24:43 Peekaboo 27:31 Quick Change 28:08 Timing Tutor + Simplifier + Unsimplifier 28:32 Chill out (+ field badges)
@@Novarcharesk And in the remake, there's actually completion tracking for Tattles, Badges, and Recipes. So if you really want to "finish" the game, you _need_ to complete the Tattle Log.
Got quick change in chapter 2, which I'm pretty sure is even earlier than you can get it in PM64, and it was only 4BP in that game but I understand why they made it 7 this time... Holey moley...
@@sacredeyes3508 You can get it midway through chapter 1 in TTYD iirc, since it costs 8 star pieces and prologue + chapter 1 combined have a total of 15 and yes, in 64 the earliest is during chapter 3 after getting the super boots
Some of my thoughts: (feel free to ignore them) - The Drain badges only allow 1 stat gain per turn, not up to 5 (that's how it works in paper mario 64), they're probably the worst ones in the game. - I'd place Ice Power higher for being cheaper - One of the sound effect badges are useful for the Chapter 1 boss, forgot which one - Simplifier increases the probability of getting more power bounces before getting capped, it should be higher
@@hoodedman6579 Ah, sorry, my mistake. It still makes power bounces easier to hit in terms of timing, though And, apparently, it also increases the window for superguards, which is cool
Damage Dodge still has its merits imo. Sure, if you can hit super guards a good 80+% of the time it may as well be irrelevant, but if you’re not it’s like a functionally better P-Down D-Up (excepting piercing attacks, etc). I find guarding to be more consistent, and especially if you’re at low HP, the damage reduction allows for more flexibility instead of forcing a super guard to survive. Lower damage numbers also might make HP manipulation easier if you’re into danger/peril strats. Like everything else, it depends on the context of the run. Not very useful in a PHP run where you’re facing 6+ attack enemies in the later floors, but in a casual run?
Thinking about it more now, not sure about that 2nd paragraph, as DDodge can lock you into even/odd parity damage values for one enemy… I think its relation to defend plus is equivalent to All or nothing, which is pretty much always better than its respective power plus.
I also like the strategie of defending to get another +1 defense ontop of the damage dodge with how much more consistant guarding is, its rarely useful but cool that it exists, I like having more defense options than just superguarding everything
Bro I had no idea this was the video I needed lol. I’ve loved TTYD since I was a kid, and subbed to you when you were doing the Pit randomizer. Keep up the good work!
Given how highly you ranked Jump badges/strategy (rightfully so btw), I think a hammer focused challenge would be fascinating to see. Hammerman/Hammerthrow would become MVP, and being unable to jump on shelled enemies would make Piercing Blow much more useful as well. On that note, I think Piercing Blow should have been something like "4 BP: Hammer attacks ignore enemy defense" which would have made the hammer a much more appealing strategy in the late game since you could combo it with the other hammer badges like Quake/Throw. Jumping taking all the attack modifiers and benefiting from them 2x is hard to beat, but the fact that you then have to cut through defense twice would make the Hammer have a role to fill against enemies like the Chain Chomp etc.
I preferred using hammer than jump, hammer felt more powerful and command was easier and I also never risked jumping on bosses because I didn’t like wasting my moves on armor defense😅 piercing smash and quake smash was my main
Oh so that's what the strat was! I knew I was onto something when I thought Return Postage should've been higher, since you can just stack HP like crazy with level ups and badges. Totally forgot Double Pain can stack on top of that, so really, they should be higher than Gimmick and F tier (I'm thinking at least B tier, if not low A).
@@Foirelle The problem with Return Postage is that you are only going to get any mileage out of it if you entirely build around it and the result is underwhelming. If you "stack HP like crazy", you can win in any number of other ways that don't involve you trying to take as much damage as possible. It also just doesn't even work on a lot of enemies because they don't deal the right type of damage.
@ceb1242 considering he made very clear this is from the standpoint of a pro player, yes it very much does; if you're a first-time player and/or are struggling with Superguards that +1 on block is kinda big early game
Damage dodge is basically a cheaper defense plus (kind of like how all or nothing is a cheaper attack plus) so I really don't understand why he rated it this low Edit: I'll admit this is not a fair comparison because superguarding is always optimal over guarding, but damage dodge is still useful against moves you can't superguard at least
Really enjoyed seeing you making this list, two things I would change would be Piercing blow being higher on the list. When you can get it, it makes facing things like clefts super easy and for the low cost of 2FP. There were so many situations where jumping just wasn't feasible or the damage I would do with it would be less than if I just hit it with a Piercing hammer. Cannons especially it was super helpful getting rid of. The other change would be to Ice Power, its a mere 1 BP to equip and like others have mentioned allows for multi-bounce to hit all enemies for example when theres a fire enemy in the middle of a lineup with a flying unit or something behind it. To your point it is situational but the chapter you get it, its a godsend. This tierlist is making me reevaluate my current setup and I think I'm gonna try experimenting a little bit more now. Cheers!
The problem is that Power Smash often does basically the same thing as Piercing Blow, particularly on anything that has 2 defense or less, which is basically everything you'll see early on. Hitting a Cleft with a Power Smash or a Piercing Blow is exactly the same.
i wish they brought back the mega quake badge from the original PM. The over the top animation plus dealing 6 dmg to all ground and ceiling enemies made it great for screen clearing.
You can't get the animation back but you can have something similar if you just equip mulitple Quake Hammer badges. Sadly, you can't really do this until you can buy more copies at the Pianta Parlor, and you can't do that until you complete a trouble that's only available after Chapter 6. I think the FP cost would also end up much worse but I'm not certain.
@@ogre589 Yeah, Mega Quake and its lesser variant were a must on my OG Paper Mario badge build. Piercing and near AOE coverage made it a godsend, especially against Clefts, Spike Tops, and various enemies from Bowser's Castle.
the sheer amount of times i've seen an enemy i NEED to hammer just sit all the way in the back man.. it's just a shame it's gotten so damn late, as it would be a decent badge for people who don't wanna spend time switching to koops
@@lemonpringlesdoodlescounter counterpoint. Enemies hanging on the ceiling that can't be jumped on. Hammer throw is mid at best but there are some niche use-cases where it is useful
I definitely see where you're coming from for this list, but it's kinda all over the place for me, personally LOL But, I think this is largely in-part due to your not being exposed to some of the really insane stuff you can do in this game yet. I'm not going to go into too much detail, but I did want to point out a couple things! First things first -- HP Drain(P)/FP Drain only recover by 1 no matter how many hits you deal. That's a 64-specific mechanic. I think your Ice Power placement by your own logic is a little weird -- Ice Power lets you Multibounce all fire enemies. You can't Multibounce through the 40's/70s in the Pit without it, and much like Spike Shield, it's not necessary for a lot of enemies. They're functionally almost the exact same. There are no bosses that strictly need them, either, so why are they not closer together? You should check out some recent strategies/videos by myself, Koop, and other Paper Mario challenge runners, especially my video on the Point Swap item. I promise you, you'll change your mind on the Double Dips, Mega Rush, and Power Rush. LOL. Was kinda hoping you'd do a tier list at some point! Hope you get some good discussion in the comments!
I knew a wild Kappy would show up! Very good input ^^ A lot of your vids/streams (as well as many other challenge runners) have opened my eyes to so many more strategies, and made TTYD way more fun to play through. At the end of the day though, use what you like! If you want to use hammer man or tornado jump, do it!
In fairness, there's also a difference between "high level play" and what the usual audience will be able to accomplish. This tier list is in an awkward spot where there's some high level strategies, but also is kinda geared towards a casual audience. Would be kinda fun to see a tier list of badges but for first / only playthrough uh, players.
@@Velvet_Vylure 100% agree, these lists should never deter players from using what they want unless they're specifically looking to use the "good" badges and setups LOL
@@reaven2535I actually made a tier list for beginners/first-time players around the time the TTYD Remake got announced last year and it's wild how different it is compared to what you'd normally see. Assuming Action Commands aren't gonna be hit all the time can make a big difference in a badge's value LOL
I will say I was wondering about that Double Dip placement. Like items are some of the most useful tools a player has in these games. Yes that 4 FP cost is steep, but you could really do a lot with it in comparison to other FP cost badges. Even if you're like me and don't know a ton of the more complex strats with it, it's just nice to have in your back pocket in case it bails you out of a bad situation. Also allows you to double your chance of inflicting conditions with an item like an Ice Storm or in desperate cases Fright Mask. In every RPG I've personally played with a multi-item optimization, historically it's pretty busted. That's just an opinion from someone uneducated in a lot of this game though, I'm not in any way experienced beyond what I've seen in challenge runs or some speedruns.
10:49 Aw, as a kid, I remember using this as often as I could, since I hated the jump timing, and especially since it was easier to get the Stylish on hammer-based attacks. I don't think I ever put two and two together, regarding the +1 jump boost applying twice, compared to +1 hammer boost only applying once. That being said, I only remember using this combo during chapters like the Creepy Steeple, where the only flying enemies tend to hang on ceilings, and are immune to standard jumps anyways.
@@brandonlyon730 multiplicatively, so the chance of getting hit is 67% to the power of the number of copies of the badge you have on. (Basically 2/3, 4/9, 8/27, and that's the hit chance. The miss chance is the inverse, so 1/3, 5/9, or 19/27, and so on)
I basically agree with your whole ranking! I also love how you brought up how child-you felt about certain ones, because young me also definitely thought Happy Heart and Lucky Start were necessities LOL
30:17 "I think this list shows you the kind of TYD player I am" That is a really nice way of putting it. I've seen tier lists for other games where the author just makes objective claims about how the game "should" be played or sorting things with zero use/purpose at the bottom. I totally understand that sometimes the devs don't implement things properly ("In Shining Armor" New Vegas perk) , or some things are really just there to show you a basic concept before being quickly outclassed (Wooden Sword in Chrono Trigger), but there isn't really one objective tier list for a game. TYD is certainly a game where you just want to maximize damage output per turn. This is a running theme through the entire game and coalesces in the final boss that heals a ton of hp every turn and acts as the hard barrier for most other unconventional strategies. Of course, that boss is not the be-all-end-all of the game; there is the pit, mods, speedrunning and challenge modes where those unconventional strategies finally shine. Well... most of them :)
This video got randomly suggested to me so I'm not one of your regular viewers. I was really into it until you said I haven't used this badge in years and I don't really know what it does. If you redo this list in the future please make sure you test all of the badges first. ❤
I really hope you keep enjoying playing the game but I hope you don’t burn yourself out by only playing the game, I love your content and just hope you’re love with the game stays
Can't wait for the cricket sound badge to C because it actually does something in one specific bossfight and then the rest are gimmick because they're just SFX badges
I think it's interesting that you ranked zap tap so much higher than ice power since both of them are on useful against 3-4 very specific enemies. It just the fact that zap tap effects one of the strongest enemies in the pit that gets it a B instead of D. Other than that I think this list is pretty damn solid with only a few minor disagreements based on personal preference.
Zap Tap blocks all but like 1 of the H/FP-stealing enemies, as well as all bandit thefts, while Ice Power only affects 3 enemies, with none of those enemies existing in more than one map location and the Pit. Zap tap may require a short delve into the Pit, but so long as you get it before Chapter 3, you negate 7 enemies' secondary effects, 8 if you get the badge before the fuzzy fight in Glitzville. It also has the very niche benefit of allowing you to jump on electrified enemies, which means it outpaces Ice Power in that regard, since electrified is both an item-made status and enemy-borne from Magikoopas and Wizzerds.
@@TastyChubz I mean a general defense boost from Defense Plus is also negated when you super guard, so the two are completely identical unless you also fail normal guards
14:04 I can attest that. Grind for close calls with ms mowz against regular goombas and get 50 or more power rushes and you become ridiculously powerful. I personally recommend power bounce and multibounce as your main attacks with ice power and spike shield to protect you from fire and spike enemies. Add 2 flower savers and an fp drain to make it so you spend 1 fp with the 2 moves and gain 1 fp when attacking. Important thing to note is that you can get an unlimited amount from the pianta parlor once you have one of the cards. Hammer throw is kinda important for enemies you cannot jump on even with the badge set up. With this set up you can do up to 99 damage per hit.
Personally, i enjoy playing the glass cannon style waaaay more than the slower paced defensive style. Being able to finish fights quickly and blow away high defense enemies is chef's kiss. Spike shield, multibounce, and power bounce basically covers just about all of Mario's enemy matchups, allowing him to attack the same way as some of his partners, so I've always been about high attack and versatility in offense.
One niche bonus to the Zap Tap badge is that Bristles and Dark Bristles won’t shoot out the spears on their sides if you attack them with Mario’s hammer. It’s rather situational, but it’s a nice additional perk to the badge that I feel like a lot of people aren’t aware of
No, I meant Zap Tap. But wait, is the Spike Shield badge responsible for that condition instead? All this time, I thought zap tap was keeping them from doing that
Really nice list! I agree with a vast majority of it, save for HP Plus P. That badge is just... well it exists! Also lucky day and Pretty lucky get more or less invalidated by danger Mario with just 1 close call. That BP is way better spent elsewhere IMO. But at the end of the day, it's all subjective! If you get use out of hammer throw, more power to ya! Spike shield i only really feel could be considered S tier if you are doing the Pit of 100 Trials, or the Infinite Pit romhack. and even then, if you see a spiky enemy, youll just swap out a badge for it for that single instance. There's so few spiky enemies after you get it, and theres so many other ways to deal with them (Art attack, for instance), it just becomes... Unimportant? But again, in the end, opinions! Everyone has em! Everyone's valid! Very fun video
IMO defense build works better on partners, specifically on Flurrie so she can sponge attacks and life steal back. Its not the most effective way to play but it feels like the way she was meant to be played and maximizes her usefulness.
Gimmick Badge Cases 13:35 Double Pain is easily a gimmick. It just makes the game more challenging and annoying overall. 25:15 Refund has battle purposes. It allows you to get coins from using an item, thus allowing you to buy another item (or items if you have lots of coins) for upcoming battles. So, it is not a gimmick. You can choose to stack Refund, but it does little to nothing having more Refunds on. 25:37 Money Money has the same case as Refund, but slightly different. More income from battles = More stuff you can buy after battles. You can also stack Money Money for even more coins, further increasing that already giant battle income. 28:08 Timing Tutor is basically training wheels for timing Stylish moves. Without a doubt, a Gimmick. All SFX badges, L, W, and Slow Go are all without a doubt a gimmick. For Paper Mario TTYD Switch players: The GameCube badge is a gimmick. It gives back the original soundtrack from ages ago. Gold Mario is like L and W, a visual gimmick.
fp drain imo is a criminally underrated badge, i used to think it was as bad as the HP drain badges, but if you use a move that costs 1 fp it's effectively free, and if you use a move that costs no fp you gain FP, something that flower saver cannot do. One of the main reason the hp drain badges suck is because they get you out of danger/peril if you are using those strats, but if you use them with fp drain, running out of FP is really difficult The best part about FP drain though is that it is actually reliable unlike many of the other FP badges (like pity flower and happy flower), you have control on whether you actually get FP or not and it is not random.
You're right, FP drain is massively more useful especially if you're using a lot of FP moves and the attack drop can be offset by P-Up D-Down, Power Plus or Power Rush depending on strat
Piercing blow is really useful against high defense enemies like the moon clefts. And damage dodge is a guilty pleasure for me just because I’m not as skilled in Super guard so the extra defense in regular guards I have more use for.
The issue with piercing blow is that quake hammer is just better in every way. You get it super early, it attacks almost every enemy in the game, and it even pierces defense. I think it might even be cheaper to equip.
@@TheKabuto90 It only hits grounded enemies, but I'm pretty sure there is only 1 or 2 enemies that are floating that have defense, and even then I'm pretty sure they are only in the Pit. They both cost 2 bp to equip, and I think they are both use 2 fp.
I agreed with almost every placement and you were on point with your explanations as to why. HOWEVER, I must say that SS tier #1 badge has to be power rush for the simple fact it can break the game. You can equip 10 of them for 20 BP and do 20+ damage per stomp with danger Mario. Equip spike shield and multibounce and the game becomes so easy it’s not even fun to play anymore. Also for bump attack and return postage you forgot to mention the biggest flaw they have which is that you get them at floor 80 and 100 respectively. After beating the pit realistically what more is there to do? I feel like that alone invalidates their use which is why you did return postage justice by putting it in F tier. Personally I’d rank bump attack lower. Otherwise this was really well put together and I can’t stress how much I love the high quality of your vids.
New Challenge idea for you, Mr. Partners Can Die For All I Care :P Challenge: Partner's health matters just as much as Mario's health. In any given situation, if Mario were to die, your Partner's death would have the same effect. Rules: 1. You are in a perpetual state of being unable to change out your partners mid-battle. This forces you to actually care about your partner's health as opposed to bringing your partner's health down low and switching them to another. 2. If you're in a forced death area (first , then your partner dying is obviously okay and doesn't fail the challenge. 3. For Chapter 3, you cannot pass the fight if your partner dies. 4. Because you care about your partner's health now and want them to live, they must always be in the back. I think this would be a cool idea for a video, and I've loved all your videos! This tier list of the badges is pretty awesome, and makes complete sense for your play style. I was calling what you would rank the badge as before you called the tier it was in, and I was getting it right quite often.
As someone who played PMTTYD obsessively just like you I have some insight on Double Pain you might not have known... _Double Pain can be used tactically since it also works in tandem with any counter status you get from sprite pouches or Return Postage to effectively _*_double your counter damage_*
Yeah, Quick Change is an absolute life saver. Yesterday, when I was in the endgame for the Pit, some stupid Swampires left me without any Life Mushrooms, and when I wasn't chewing through Bonetail with Supernova, I was spamming Sweet Feast to keep everyone healed up. Between that, and swapping partners out consistently, I actually managed to complete the fight without anyone going down, which is a great time for me, because while partners aren't as vital to keep alive in battle as Mario, they're all still just so...absolutely lovable in terms of storytelling and personality.
I know this is a video about Paper Mario TTYD, but in Paper Mario 64 I always had Power Rush, Last Stand, and Close Call on the whole time (When I got them), and they saved my life numerous times, so I give those S+ tier.
IIRC, Prologue Pit requires glitches in the original game...which could be patched out in the remaster. UNLESS there's a deliberate option to tackle the Pit early. Maybe it would be unlocked by having a cleared save file...
Pretty much agree with all of this, EXCEPT simplifier. It makes superguard timing slightly easier which is so helpful when you'll only be superguarding the entire time anyways, especially if you stack them like crazy.
Now all you need to do is complete a run with D-Tier and/or lower! You can even add a brief addendum at the end of the run if your ratings change during the course of the run.
Well, clearly speaking the only logical follow-up is to make a challenge where one can only use the badges that make up D and F tier. Maybe it could grant new appreciation for these overlooked badges. Or Yknow, maybe not. :3
I generally agree with most of the tier list. I think flower saver is underrated because of potentially long battles. I don't know how long the average battle is, but if you use more than 5 FP moves in a battle, then you have saved more FP than an FP plus.
Hey Bringle, wanted to say I love your content, been really fun watching these videos : ) Have you played Bug Fables yet? My personal favorite game of all time and I really enjoy what they did with the TTYD combat style, made the game really enjoyable imo. Have a good day!
12:45 it hurts to see a rating purely based on git gud mentality. I was kinda questioning p down d up then after thinking about that checks out cause defense is easy to negate some attacks just straight up ignore it and they arent that rare. the rest of the list so far I in agreement with. also even though this comment is a critique I love the content it's nice to see a game this good be pushed to the limit and examined for every detail that can be learned. you said it yourself "you learn something new everytime you play" I feel I learn something new everytime I watch! thank you!
For anyone curious, Lucky Start specifically can either heal 2 HP a turn, restore 2 FP a turn, give you 50% dodge chance, or electrify you, with the effect lasting for 3 turns. On casual playthroughs where you aren't optimizing your badges and Super Guarding everything, it's pretty decent for only 4 BP, especially the 25% chance to get dodgy. Most regular battles don't last more than 3 turns, so I'd only unequip it for boss fights, and it'll provide a ton of longevity and can save you coins on buying mushrooms and syrups. The same praise can be said for Damage Dodge, it's essentially a cheaper Defense Plus if you don't Super Guard everything. For casual players, it's pretty good.
Honestly the time I found Double Dip to be helpful was doing a challenge run where Mario is literally unable to attack outside of Specials or First Strikes due to wearing both the Hammerman and Jumpman badges at the same time. For bonus points (though not sure on how much utility it actually has), there are two available and if you have both equipped, you have the option to Triple Dip instead.
correction power jump doesn't just add +2 damage to your jump (otherwise when you have super boots power jump would do 4 damage which wouldn't even be a damage increase and its more power smash but in jump form (both do 4-6-8 damage based on boots/hammer tier)
@ 12:37 Yeah, but that’s so subjective. And yes, it’s “your” rating, but come on. Not everyone is gonna time Superguards 100% of the time. So, that extra 1 damage adds up over the course of each encounter, especially when you know you can’t win the fight in one or two turns and there’s a lot of enemies with annoying HP numbers. Just saying.
From my 2nd playthru I have always used my first 2 level ups on BP and equipped Quick Change when I go into Hooktail Castle. With Quick Change I make full use of my partners it should be the number 1 badge hands down in my opinion but you ranked it 2nd so I will respect that as long as you acknowledge it is just amazing!
I would've put Quick Change at top of S, if only because of how much it impacts your ability to change up your strategy. Not that Powerbounce is strictly worse (they're pretty apples and oranges) but to me playing *without* QC makes me feel like I'm playing on hard mode. It just makes your life so much easier; it's probably the one badge worth that amount of BP.
For me the flower saver badges are at least A tier cause I like stacking them so I can use multibounce and koops power shell for 1 fp. In my most recent playthrough I went full attack build so I was able to kill most enemies in one turn and I had flower finder so multibounce and power shell were pretty much free. I've only done challenge runs with the base game though, I was unaware of the different challenge runs and mods with this game. Just found your content and it's very satisfying seeing someone be sick at my favorite childhood game :)
Some TTYD 'Tubers have found legitimate, non-clallenge-run uses for the Double Pain badge. While I don't personally use it, I can see the legitimacy of those setups.
So, I know you only play ttyd, but could you try playing 64? There are a lot of cool mods for the game, since the game has been decompiled. There’s Master Quest (a hard mode), Black Pit (a rouge-like), ttyd 64 (ttyd battle mechanics, and all badges and items), and so much more.
I know this was made before the remake, but in the remake, there are two badges (that I know of) that were added: Nostalgic Tunes and the 100% reward. I’m pretty sure these’d both land in the gimmick tier, especially considering that when you get the 100% reward, there’s almost nothing left to do in the game.
Here’s a tip for a mega rush strategy: Go to Chet Rippo and substitute your 10 health for 5 health and increase badge points by 3. Then, use the HP plus badge and Mario should be in danger. If you ever collect a heart on the overworld or heal up and get out of danger just unequip and re-equip the badge and Boom! back in danger. It is a risky strategy, but if you are confident in you action commands and your ability to take down threats before they have the opportunity to attack you back, then this is an excellent strategy after chapter 5!
Ice Smash is great for Chapter 5 since it does major damage to the Fire-based enemies. This is also why I like Ice Power since it's quite useful during that chapter and even in the last chapter when those Phantoms are common it's nice to have. Double Dip and the partner version are potentially useful but only with Miss Mowz available to steal items but I agree with your ranking
Glad the red sound effect badge was highest of them all because it, being the cricket(or frog, depending on what version you're playing) has practical use in one single fight, that being Hooktail.
Can you make a video using only C and lower tier badges only? I think it would be interesting to force you to use less common strategies and see how they work
I would say D or lower
This is actually a really cool idea
I love this idea, would love to see if Bringle Can can do it
Yeah but if he gets Hammerman he'd then have to probably rely on the higher tiered hammer moves.. since it'd be dumb to then be stuck with only hammer but no hammer moves
YES! I LIKE THIS SO MUCH!
I’ve commonly played through both Paper Mario games where I just put on Close Call and never take it off. If nobody got me, I know Close Call got me
The function of the Luigi badge and Wario badge grants me the ultimate power up of looking like Waluigi. There is no better power up
It makes the WHOLE REST OF THE GAME a Gimmick
This is my favorite part of this game!
Wario > Waluigi
@@kaiserwave5977no
@@kaiserwave5977wah?
I think people tend to forget Ice Power also reduces damage from fire attacks, so that includes Bowser's breath and the fire flower too.
Does it block Vivian's Fiery Jinx during the Shadow Sirens battle?
It also increases power against fire enemies by 1, and allows Mario to jump on them - essentially a "fire is lame" badge for only 2 bp. It's even more busted in OG paper mario lol
I'm following up on this comment because while there aren't as many fire enemies, it does situationally boost Mario a ton against these enemies, and let him jump on them as if they were spiky enemies... For all of that utility though, there are a surprising lack of fire attacks. If it was 1BP I feel it could be more useful. Alas.
@rainpooper7088 probably but it's impossible to legitimately have the badge at that point
@@rainpooper7088by the time you get Ice Power in chapter 5, you already have Vivian.
Random fun fact, if you equip 32 super appeals (either partner or normal) it will fill your star power completely from empty. I did a pit challenge run using only special moves.
Another fun fact is that if you use 11 close calls Mario has 99% dodge chance while in Danger.
@@jasonkeith2832so use 12 forehead
@@Skullhawk13 In-game rounding prevents you from ever actually getting 100%.
@@jasonkeith2832 rip
This. Appeal can be super busted. 1 isn’t so good but stacked and oh my gosh. I remember back in the day having like 25HP, +50FP everything went to BP. When Mario waves to the crowd I think I saw a Goomba faint out of excitement in the front row (jk jk). But yeah appeal is super good.
Double Dip has one major use case, which is using it with a point swap to instantly set up peril if you have only 5FP.
Especially if you also have a Boo's Sheet
@@phictionofgrandeur2387 double dip was better in 64
@@DarkSymphony777 because it was cheaper than in TTYD.
@@phictionofgrandeur2387 that and lady bow, to a lesser extent than less FP
@@DarkSymphony777I like the part where double dipping a specific item on a specific boss breaks the game I think that's cool
The W emblem was essential for me, because I would make the yellow/purple my costume for the Glitz Pit. Great Gonzalez needs a different look so he doesn’t get mobbed by fans.
I feel like theres a "Paper Wario scams Gonzales fans" sequel plot in here somewhere for a new Paper Mario
Funny you say that, he gets mobbed when you become champion again after chapter 3. You can't escape your fate lol.
*_I don't know anybody named Gonzales! Stop speaking in riddles, you chicken nugget!_*
But where my Paper Luigi Marvelous Conpass at?!?
the posters are all with the red outfit tho, so you should actually have him be default during chapter 3 and green/yellow/purple everywhere else
HP drain is even worse in TTYD. The "up to 5" is only in 64. It's 1 HP per attack, not 1 HP per hit.
I'm glad you commented this because I was about to defend HP and FP drain before remembering they were nerfed in ttyd lol
@@Yuni-is-Schrodingers-Foxfp drain is actually good stacked with an fp saver or 2 especially with danger mario.
FP Drain plus a fp saver is funny with hammer throw. Makes it free (costs 1 fp due to the saver then you gain 1 fp due to the drain). Is it better than jump strategies? No, not at all, but it is still plenty good enough to get you through the game easily (fire drive, quake hammer and hammer throw pretty much takes care of everything you'll ever need. All I did against shadow queen (only had 1.5x health on her) was just spam fire drive). Jump strategies are just kind of a bit broken. @@daniellejackson6543
It's not even that bad though, still.
@@Subremedy especially if you run defense badges.
I have MASSIVE respect for Piercing Blow. Against late game enemies in the Pit with 4+ defenses, it was a godsend.
Went hard against Mush. Dude has 7 def
I agree, it's a ver' reliable way to deal with armor, I don't know another Mario could use.
Hammerthrow is for when you are using hammerman, and you need a backup cause you don't know whats coming.
also iirc it got buffed in the remake
@@lisatroiani6119 Not exactly buffed, just reworked. Hammer Throw in the remake is unaffected by the hammer upgrade you have so its base damage is always 2, even with ultra hammer. But on top of that it ignores defense. Therefore unless you have an effect on you that lowers your attack from the default it will always deal at least 2 damage to the enemy
Piercing Blow is actually REALLY good for high defense enemies like the chain chomps at the end of the game.
I'd argue Attack FX R shouldn't be ranked as a gimmick. Sure, it only weakens one boss, but that is an in-battle use.
I was about to say the same thing, crickets are handy and severely nerf Hooktail, who's kinda a bitch to fight at that point in the game without it tbh.
Sure, but that whole concept is a gimmick in and of itself. It's just there to reward new players for thorough exploration of the world, lore and game mechanics. @@Foirelle
Also consider… it makes the sound of your hammer change. It can make a “fufu” sound. Funny.
That's why no one is watching your videos
@implord4197 to heartbeat, exactly who you think
Quake hammer is essential for those round enemies in the pit that poke you if you get too close. It pierces defense and keeps you safe from enemies like those. It's fully S tier. I never unequip it. Also it attacks all excluding flying enemies. Hammer throw is useful if enemies are too high to hit at least a B.
Plus, Quake Hammer can also hit Rawk Hawk when he's clinging to the beam above the reach of your jump. This gives a nice alternative to hitting him if you don't want to use Flurrie to knock him down
The only issue with quake hammer is that it conflicts with jumpman, and once you have spike shield there's almost no scenario where I'd choose quake hammer over jumpman
You can also take those out with a POW Block or Earth Quake item, but FP is essentially an infinitely renewable resource in the Glitz Pit so if you can use Quake Hammer against them, you should.
Probably the biggest weakness of Quake Hammer is that its power doesn't scale with the hammer you have. It always has a base attack power of 2, where other hammer moves get 2, 4, or 6 depending on your hammer. (Other stat boosts work, just not the hammer's base attack.) So it loses some of its utility later in the game.
@@MarsJenkar Power Quake and Mega Quake from PM64 are really good since they scale with your hammer, like you said. I have no idea why these badges aren't in TTYd.
@@MarsJenkar You can equip multiple Quake Hammer Badges to boost its power.
Zap Tap breaks combos.
S Tier in my book.
Agreed. The pit it may not be the best but in the majority of the game it’s super useful. 64 version it’s one of the if not the best badge hands down.
@@Shady_Fungus Considering the Master, yeah it's really useful.
@@Shady_Fungus Why would it be particularity useful in the original outside of making one superboss much easier?
Gonna try this for the Prince Mush fight.
Yea it works really well against the glitz pit specifically because of the conditions that might make it hard to do damage against certain enemies that have high defense.
Interesting remake-exclusive note about Mega Rush P: If you finish a battle with your partner downed, they're auto-healed to 1 HP. You no longer need to get them down to exactly Peril or carry around a Dried Shroom to use on the field... all you have to do is let them eat shit, finish the battle, and then next battle you go into, they're already Mega Rushed for you.
This video’s a great resource for anyone who wants to get the most out of their badge builds! Here are timestamps to help navigate:
0:56 Power Jump (+ jump badges)
3:58 Power Smash (+ hammer badges)
7:23 Charge (+P)
7:52 Double Dip (+P)
8:39 HP Plus (+P) + FP Plus
9:36 Power Plus (+P)
9:56 All or Nothing
10:09 Jumpman + Hammerman
11:00 P-Up, D-Down (+ up/down badges)
12:12 Damage Dodge (+P)
13:04 Defend Plus (+P)
13:34 Double Pain
13:56 Power Rush (+ danger badges)
17:13 Pretty Lucky (+ luck badges)
18:45 Happy Heart (+ happy badges)
19:23 Flower Saver (+P)
19:53 Pity Flower
20:23 HP Drain (+ drain badges)
21:36 Heart Finder + Flower Finder
21:54 Item Hog
22:04 Ice Power
22:43 Spike Shield
23:18 Zap Tap
23:47 Return Postage
24:34 Feeling Fine (+P)
25:14 Refund + Money Money
26:02 Super Appeal (+P)
24:43 Peekaboo
27:31 Quick Change
28:08 Timing Tutor + Simplifier + Unsimplifier
28:32 Chill out (+ field badges)
TH-cam, I want you to know that Bringle is doing a good job.
I rushed star pieces to immediately get Peekaboo and quick change. Best decision ever
I just use Goobella over Perkaboo, I did used it a lot when I was younger tho
Nothing will ever convince me that forgoing a simple Tattle that takes up a SINGLE turn per enemy will ever be better. My BP is too precious.
@@Novarcharesk And in the remake, there's actually completion tracking for Tattles, Badges, and Recipes. So if you really want to "finish" the game, you _need_ to complete the Tattle Log.
Got quick change in chapter 2, which I'm pretty sure is even earlier than you can get it in PM64, and it was only 4BP in that game but I understand why they made it 7 this time... Holey moley...
@@sacredeyes3508 You can get it midway through chapter 1 in TTYD iirc, since it costs 8 star pieces and prologue + chapter 1 combined have a total of 15
and yes, in 64 the earliest is during chapter 3 after getting the super boots
Some of my thoughts: (feel free to ignore them)
- The Drain badges only allow 1 stat gain per turn, not up to 5 (that's how it works in paper mario 64), they're probably the worst ones in the game.
- I'd place Ice Power higher for being cheaper
- One of the sound effect badges are useful for the Chapter 1 boss, forgot which one
- Simplifier increases the probability of getting more power bounces before getting capped, it should be higher
Simplifier doesn't do that. Dodge Master in the original Paper Mario does, but that was not carried over to Thousand Year Door at all in any way.
@@hoodedman6579 Ah, sorry, my mistake. It still makes power bounces easier to hit in terms of timing, though
And, apparently, it also increases the window for superguards, which is cool
Power smash had a crazy long stylish string for whatever that's worth
foreal
Damage Dodge still has its merits imo. Sure, if you can hit super guards a good 80+% of the time it may as well be irrelevant, but if you’re not it’s like a functionally better P-Down D-Up (excepting piercing attacks, etc).
I find guarding to be more consistent, and especially if you’re at low HP, the damage reduction allows for more flexibility instead of forcing a super guard to survive.
Lower damage numbers also might make HP manipulation easier if you’re into danger/peril strats.
Like everything else, it depends on the context of the run. Not very useful in a PHP run where you’re facing 6+ attack enemies in the later floors, but in a casual run?
Thinking about it more now, not sure about that 2nd paragraph, as DDodge can lock you into even/odd parity damage values for one enemy…
I think its relation to defend plus is equivalent to All or nothing, which is pretty much always better than its respective power plus.
I also like the strategie of defending to get another +1 defense ontop of the damage dodge with how much more consistant guarding is,
its rarely useful but cool that it exists, I like having more defense options than just superguarding everything
Bro I had no idea this was the video I needed lol. I’ve loved TTYD since I was a kid, and subbed to you when you were doing the Pit randomizer. Keep up the good work!
Given how highly you ranked Jump badges/strategy (rightfully so btw), I think a hammer focused challenge would be fascinating to see. Hammerman/Hammerthrow would become MVP, and being unable to jump on shelled enemies would make Piercing Blow much more useful as well.
On that note, I think Piercing Blow should have been something like "4 BP: Hammer attacks ignore enemy defense" which would have made the hammer a much more appealing strategy in the late game since you could combo it with the other hammer badges like Quake/Throw. Jumping taking all the attack modifiers and benefiting from them 2x is hard to beat, but the fact that you then have to cut through defense twice would make the Hammer have a role to fill against enemies like the Chain Chomp etc.
I preferred using hammer than jump, hammer felt more powerful and command was easier and I also never risked jumping on bosses because I didn’t like wasting my moves on armor defense😅 piercing smash and quake smash was my main
The cricket sound effect is useful against a boss..
being useful literally one time in the entire game? sounds like a gimmick to me lol
Double Pain + Return Postage is the only strat in my mind
Oh so that's what the strat was! I knew I was onto something when I thought Return Postage should've been higher, since you can just stack HP like crazy with level ups and badges. Totally forgot Double Pain can stack on top of that, so really, they should be higher than Gimmick and F tier (I'm thinking at least B tier, if not low A).
Return Postage is Z-tier. If you have it you’ve proven you don’t need it.
@@Foirelle The problem with Return Postage is that you are only going to get any mileage out of it if you entirely build around it and the result is underwhelming. If you "stack HP like crazy", you can win in any number of other ways that don't involve you trying to take as much damage as possible. It also just doesn't even work on a lot of enemies because they don't deal the right type of damage.
Disagree with damage dodge considering most casual players don't superguard successfully all of the time.
That doesn't change the ranking tho
@ceb1242 considering he made very clear this is from the standpoint of a pro player, yes it very much does; if you're a first-time player and/or are struggling with Superguards that +1 on block is kinda big early game
Also, for challenge runs that ban superguards, it is practically a defense up for much less. I kinda see superguards as cheap when abused.
Damage dodge is basically a cheaper defense plus (kind of like how all or nothing is a cheaper attack plus) so I really don't understand why he rated it this low
Edit: I'll admit this is not a fair comparison because superguarding is always optimal over guarding, but damage dodge is still useful against moves you can't superguard at least
I would like to see him superguard while playing on an emulator on a 4 inch screen with no controller.@@jacobsiron6929
Legend has it that if you wear both the L and W Emblems something will turn purple, and it’ll be your Sleepy Stomp.
Really enjoyed seeing you making this list, two things I would change would be Piercing blow being higher on the list. When you can get it, it makes facing things like clefts super easy and for the low cost of 2FP. There were so many situations where jumping just wasn't feasible or the damage I would do with it would be less than if I just hit it with a Piercing hammer. Cannons especially it was super helpful getting rid of.
The other change would be to Ice Power, its a mere 1 BP to equip and like others have mentioned allows for multi-bounce to hit all enemies for example when theres a fire enemy in the middle of a lineup with a flying unit or something behind it. To your point it is situational but the chapter you get it, its a godsend.
This tierlist is making me reevaluate my current setup and I think I'm gonna try experimenting a little bit more now. Cheers!
The problem is that Power Smash often does basically the same thing as Piercing Blow, particularly on anything that has 2 defense or less, which is basically everything you'll see early on. Hitting a Cleft with a Power Smash or a Piercing Blow is exactly the same.
Jumpman+Spiky Shield+Powerbounce/Multibounce is so insane you could use only those four badges and still be super OP
i wish they brought back the mega quake badge from the original PM. The over the top animation plus dealing 6 dmg to all ground and ceiling enemies made it great for screen clearing.
You can't get the animation back but you can have something similar if you just equip mulitple Quake Hammer badges. Sadly, you can't really do this until you can buy more copies at the Pianta Parlor, and you can't do that until you complete a trouble that's only available after Chapter 6. I think the FP cost would also end up much worse but I'm not certain.
@@ogre589 Yeah, Mega Quake and its lesser variant were a must on my OG Paper Mario badge build. Piercing and near AOE coverage made it a godsend, especially against Clefts, Spike Tops, and various enemies from Bowser's Castle.
For some reason, my mind skipped the word « badge » and I thought this was going to rank all doors from the game
Hooktail castle door A tier
@@stevenhuntley8706Secret Trouble Center door S-Tier
@@cameronspencer9619 you're not wrong there
The thousand year door? S+ Tier
Simplifier does actually make superguards easier. It makes it a 4 frame window
Hammer throw is a lot better than d tier because enemies can go into states that can’t be jumped on but can take a thrown hammer.
the sheer amount of times i've seen an enemy i NEED to hammer just sit all the way in the back man..
it's just a shame it's gotten so damn late, as it would be a decent badge for people who don't wanna spend time switching to koops
Counterpoint: Spike Shield
Such a thing is extremely uncommon though, and you can often use something like Quake Hammer instead.
@@hoodedman6579 Indeed, It is not a top tier badge, I just think he ranked hammer throw to low.
@@lemonpringlesdoodlescounter counterpoint. Enemies hanging on the ceiling that can't be jumped on. Hammer throw is mid at best but there are some niche use-cases where it is useful
I definitely see where you're coming from for this list, but it's kinda all over the place for me, personally LOL But, I think this is largely in-part due to your not being exposed to some of the really insane stuff you can do in this game yet. I'm not going to go into too much detail, but I did want to point out a couple things!
First things first -- HP Drain(P)/FP Drain only recover by 1 no matter how many hits you deal. That's a 64-specific mechanic.
I think your Ice Power placement by your own logic is a little weird -- Ice Power lets you Multibounce all fire enemies. You can't Multibounce through the 40's/70s in the Pit without it, and much like Spike Shield, it's not necessary for a lot of enemies. They're functionally almost the exact same. There are no bosses that strictly need them, either, so why are they not closer together?
You should check out some recent strategies/videos by myself, Koop, and other Paper Mario challenge runners, especially my video on the Point Swap item. I promise you, you'll change your mind on the Double Dips, Mega Rush, and Power Rush. LOL.
Was kinda hoping you'd do a tier list at some point! Hope you get some good discussion in the comments!
I knew a wild Kappy would show up! Very good input ^^
A lot of your vids/streams (as well as many other challenge runners) have opened my eyes to so many more strategies, and made TTYD way more fun to play through.
At the end of the day though, use what you like! If you want to use hammer man or tornado jump, do it!
In fairness, there's also a difference between "high level play" and what the usual audience will be able to accomplish. This tier list is in an awkward spot where there's some high level strategies, but also is kinda geared towards a casual audience.
Would be kinda fun to see a tier list of badges but for first / only playthrough uh, players.
@@Velvet_Vylure 100% agree, these lists should never deter players from using what they want unless they're specifically looking to use the "good" badges and setups LOL
@@reaven2535I actually made a tier list for beginners/first-time players around the time the TTYD Remake got announced last year and it's wild how different it is compared to what you'd normally see. Assuming Action Commands aren't gonna be hit all the time can make a big difference in a badge's value LOL
I will say I was wondering about that Double Dip placement. Like items are some of the most useful tools a player has in these games. Yes that 4 FP cost is steep, but you could really do a lot with it in comparison to other FP cost badges. Even if you're like me and don't know a ton of the more complex strats with it, it's just nice to have in your back pocket in case it bails you out of a bad situation. Also allows you to double your chance of inflicting conditions with an item like an Ice Storm or in desperate cases Fright Mask. In every RPG I've personally played with a multi-item optimization, historically it's pretty busted. That's just an opinion from someone uneducated in a lot of this game though, I'm not in any way experienced beyond what I've seen in challenge runs or some speedruns.
badges are just steroids in the paper mario world. I'm all natty 😤
You play level 0?
10:49 Aw, as a kid, I remember using this as often as I could, since I hated the jump timing, and especially since it was easier to get the Stylish on hammer-based attacks. I don't think I ever put two and two together, regarding the +1 jump boost applying twice, compared to +1 hammer boost only applying once.
That being said, I only remember using this combo during chapters like the Creepy Steeple, where the only flying enemies tend to hang on ceilings, and are immune to standard jumps anyways.
When you get 4 lucky days equipped and become untouchable. How I beat bonetail as a child…of course I’m smarter now and just learned to play the game.
Funny I find this while doing a a hammer only run, hammer throw has been a godsend for me so far.
Close call is a 33% chance, so even better than lucky day.
Do the percentages stack?
I was just gonna comment this🤣
@@brandonlyon730 multiplicatively, so the chance of getting hit is 67% to the power of the number of copies of the badge you have on. (Basically 2/3, 4/9, 8/27, and that's the hit chance. The miss chance is the inverse, so 1/3, 5/9, or 19/27, and so on)
I basically agree with your whole ranking! I also love how you brought up how child-you felt about certain ones, because young me also definitely thought Happy Heart and Lucky Start were necessities LOL
30:17 "I think this list shows you the kind of TYD player I am"
That is a really nice way of putting it. I've seen tier lists for other games where the author just makes objective claims about how the game "should" be played or sorting things with zero use/purpose at the bottom. I totally understand that sometimes the devs don't implement things properly ("In Shining Armor" New Vegas perk) , or some things are really just there to show you a basic concept before being quickly outclassed (Wooden Sword in Chrono Trigger), but there isn't really one objective tier list for a game.
TYD is certainly a game where you just want to maximize damage output per turn. This is a running theme through the entire game and coalesces in the final boss that heals a ton of hp every turn and acts as the hard barrier for most other unconventional strategies. Of course, that boss is not the be-all-end-all of the game; there is the pit, mods, speedrunning and challenge modes where those unconventional strategies finally shine. Well... most of them :)
You're probably my favorite TTYD TH-camr. You have a very Direct, Relatable & Realistic approach to the game. I feel like I think on your wavelength.
Idk if it was intentional, but making attack fx r at the top of the gimmick sound badges is high iq
This video got randomly suggested to me so I'm not one of your regular viewers.
I was really into it until you said I haven't used this badge in years and I don't really know what it does.
If you redo this list in the future please make sure you test all of the badges first. ❤
Yeah. Spending this much time on a video to not be entirely prepared for it is borderline wasteful.
I really hope you keep enjoying playing the game but I hope you don’t burn yourself out by only playing the game, I love your content and just hope you’re love with the game stays
Can't wait for the cricket sound badge to C because it actually does something in one specific bossfight and then the rest are gimmick because they're just SFX badges
I think it's interesting that you ranked zap tap so much higher than ice power since both of them are on useful against 3-4 very specific enemies. It just the fact that zap tap effects one of the strongest enemies in the pit that gets it a B instead of D. Other than that I think this list is pretty damn solid with only a few minor disagreements based on personal preference.
Zap Tap blocks all but like 1 of the H/FP-stealing enemies, as well as all bandit thefts, while Ice Power only affects 3 enemies, with none of those enemies existing in more than one map location and the Pit. Zap tap may require a short delve into the Pit, but so long as you get it before Chapter 3, you negate 7 enemies' secondary effects, 8 if you get the badge before the fuzzy fight in Glitzville. It also has the very niche benefit of allowing you to jump on electrified enemies, which means it outpaces Ice Power in that regard, since electrified is both an item-made status and enemy-borne from Magikoopas and Wizzerds.
Ice power is pretty good in chapter 5 so its useful for an entire area instead of a couple spread out enemies
"You can't really complain about a defense increase"
5 seconds earlier
"I never find damage dodge to be useful at all"
It's in the context of how damage dodge only works if defend. So it negates when you super guard. completely different
@@TastyChubz I mean a general defense boost from Defense Plus is also negated when you super guard, so the two are completely identical unless you also fail normal guards
14:04 I can attest that. Grind for close calls with ms mowz against regular goombas and get 50 or more power rushes and you become ridiculously powerful. I personally recommend power bounce and multibounce as your main attacks with ice power and spike shield to protect you from fire and spike enemies. Add 2 flower savers and an fp drain to make it so you spend 1 fp with the 2 moves and gain 1 fp when attacking. Important thing to note is that you can get an unlimited amount from the pianta parlor once you have one of the cards. Hammer throw is kinda important for enemies you cannot jump on even with the badge set up. With this set up you can do up to 99 damage per hit.
Personally, i enjoy playing the glass cannon style waaaay more than the slower paced defensive style. Being able to finish fights quickly and blow away high defense enemies is chef's kiss. Spike shield, multibounce, and power bounce basically covers just about all of Mario's enemy matchups, allowing him to attack the same way as some of his partners, so I've always been about high attack and versatility in offense.
24:59 IT WAS ME!!!! HI BRINGLE!!!! (It was on the Infinite Pit Hard Mode Pt. 2, when he fought a bunch of swampires with stopwatches)
One niche bonus to the Zap Tap badge is that Bristles and Dark Bristles won’t shoot out the spears on their sides if you attack them with Mario’s hammer. It’s rather situational, but it’s a nice additional perk to the badge that I feel like a lot of people aren’t aware of
You mean Spike Shield
No, I meant Zap Tap. But wait, is the Spike Shield badge responsible for that condition instead? All this time, I thought zap tap was keeping them from doing that
@@Arocks014 It's Spike Shield
Really nice list! I agree with a vast majority of it, save for HP Plus P. That badge is just... well it exists! Also lucky day and Pretty lucky get more or less invalidated by danger Mario with just 1 close call. That BP is way better spent elsewhere IMO.
But at the end of the day, it's all subjective! If you get use out of hammer throw, more power to ya!
Spike shield i only really feel could be considered S tier if you are doing the Pit of 100 Trials, or the Infinite Pit romhack. and even then, if you see a spiky enemy, youll just swap out a badge for it for that single instance. There's so few spiky enemies after you get it, and theres so many other ways to deal with them (Art attack, for instance), it just becomes... Unimportant?
But again, in the end, opinions! Everyone has em! Everyone's valid! Very fun video
IMO defense build works better on partners, specifically on Flurrie so she can sponge attacks and life steal back. Its not the most effective way to play but it feels like the way she was meant to be played and maximizes her usefulness.
Gimmick Badge Cases
13:35 Double Pain is easily a gimmick. It just makes the game more challenging and annoying overall.
25:15 Refund has battle purposes. It allows you to get coins from using an item, thus allowing you to buy another item (or items if you have lots of coins) for upcoming battles. So, it is not a gimmick. You can choose to stack Refund, but it does little to nothing having more Refunds on.
25:37 Money Money has the same case as Refund, but slightly different. More income from battles = More stuff you can buy after battles. You can also stack Money Money for even more coins, further increasing that already giant battle income.
28:08 Timing Tutor is basically training wheels for timing Stylish moves. Without a doubt, a Gimmick.
All SFX badges, L, W, and Slow Go are all without a doubt a gimmick.
For Paper Mario TTYD Switch players: The GameCube badge is a gimmick. It gives back the original soundtrack from ages ago. Gold Mario is like L and W, a visual gimmick.
fp drain imo is a criminally underrated badge, i used to think it was as bad as the HP drain badges, but if you use a move that costs 1 fp it's effectively free, and if you use a move that costs no fp you gain FP, something that flower saver cannot do. One of the main reason the hp drain badges suck is because they get you out of danger/peril if you are using those strats, but if you use them with fp drain, running out of FP is really difficult
The best part about FP drain though is that it is actually reliable unlike many of the other FP badges (like pity flower and happy flower), you have control on whether you actually get FP or not and it is not random.
You're right, FP drain is massively more useful especially if you're using a lot of FP moves and the attack drop can be offset by P-Up D-Down, Power Plus or Power Rush depending on strat
You've inspired me to play tyyd for the 1st time rn & having this as a person that's trying to understand the badges is helpful, thxs
Piercing blow is really useful against high defense enemies like the moon clefts. And damage dodge is a guilty pleasure for me just because I’m not as skilled in Super guard so the extra defense in regular guards I have more use for.
Maybe, but moon clefts can have their defense bypassed with Bobbery or a POW block, and it even lasts a few turns.
The issue with piercing blow is that quake hammer is just better in every way. You get it super early, it attacks almost every enemy in the game, and it even pierces defense. I think it might even be cheaper to equip.
@@TheKabuto90 It only hits grounded enemies, but I'm pretty sure there is only 1 or 2 enemies that are floating that have defense, and even then I'm pretty sure they are only in the Pit. They both cost 2 bp to equip, and I think they are both use 2 fp.
Damage dodge can be pierced making it useless just like defend plus when enemies have piercing moves.
I agreed with almost every placement and you were on point with your explanations as to why.
HOWEVER, I must say that SS tier #1 badge has to be power rush for the simple fact it can break the game. You can equip 10 of them for 20 BP and do 20+ damage per stomp with danger Mario. Equip spike shield and multibounce and the game becomes so easy it’s not even fun to play anymore.
Also for bump attack and return postage you forgot to mention the biggest flaw they have which is that you get them at floor 80 and 100 respectively. After beating the pit realistically what more is there to do? I feel like that alone invalidates their use which is why you did return postage justice by putting it in F tier. Personally I’d rank bump attack lower.
Otherwise this was really well put together and I can’t stress how much I love the high quality of your vids.
All the real homies get bump attack before chapter 4 to backtrack with style
New Challenge idea for you, Mr. Partners Can Die For All I Care :P
Challenge: Partner's health matters just as much as Mario's health. In any given situation, if Mario were to die, your Partner's death would have the same effect.
Rules:
1. You are in a perpetual state of being unable to change out your partners mid-battle. This forces you to actually care about your partner's health as opposed to bringing your partner's health down low and switching them to another.
2. If you're in a forced death area (first , then your partner dying is obviously okay and doesn't fail the challenge.
3. For Chapter 3, you cannot pass the fight if your partner dies.
4. Because you care about your partner's health now and want them to live, they must always be in the back.
I think this would be a cool idea for a video, and I've loved all your videos! This tier list of the badges is pretty awesome, and makes complete sense for your play style. I was calling what you would rank the badge as before you called the tier it was in, and I was getting it right quite often.
or partners being permadeath, no longer usable in combat if knocked out
@@junietwoknees Ooh that's a good one too.
Now do a challenge run with the bottom 4 tiers of badges.
As someone who played PMTTYD obsessively just like you I have some insight on Double Pain you might not have known...
_Double Pain can be used tactically since it also works in tandem with any counter status you get from sprite pouches or Return Postage to effectively _*_double your counter damage_*
Always a good day when Bringle uploads. Keep the banger content coming!
Great! Now do a challenge run where you can only use the badges ranked in F ;)
When he said Sleepy Stomp, i yawned bc im Sleepy today... 😭
Yeah, Quick Change is an absolute life saver.
Yesterday, when I was in the endgame for the Pit, some stupid Swampires left me without any Life Mushrooms, and when I wasn't chewing through Bonetail with Supernova, I was spamming Sweet Feast to keep everyone healed up. Between that, and swapping partners out consistently, I actually managed to complete the fight without anyone going down, which is a great time for me, because while partners aren't as vital to keep alive in battle as Mario, they're all still just so...absolutely lovable in terms of storytelling and personality.
disappointed you didn't rank the Attack FX badges based on the sounds they make :(
(good ranking btw)
I know this is a video about Paper Mario TTYD, but in Paper Mario 64 I always had Power Rush, Last Stand, and Close Call on the whole time (When I got them), and they saved my life numerous times, so I give those S+ tier.
Genuine discussion idea; What will everyone else do strategy wise when the remake comes out? I am so hyped to play prologue pit!
IIRC, Prologue Pit requires glitches in the original game...which could be patched out in the remaster.
UNLESS there's a deliberate option to tackle the Pit early. Maybe it would be unlocked by having a cleared save file...
I keep hearing Triangle Strategy music in your vids and that’s neat, I never hear people talk about that game.
Would you ever consider doing a challenge run of the game Bug Fables?
Pretty much agree with all of this, EXCEPT simplifier. It makes superguard timing slightly easier which is so helpful when you'll only be superguarding the entire time anyways, especially if you stack them like crazy.
Simplifier also helps you run away from fight
That ice smash (I smash) pun didn't go unnoticed good sir. Keep at it
Now all you need to do is complete a run with D-Tier and/or lower!
You can even add a brief addendum at the end of the run if your ratings change during the course of the run.
Well, clearly speaking the only logical follow-up is to make a challenge where one can only use the badges that make up D and F tier. Maybe it could grant new appreciation for these overlooked badges. Or Yknow, maybe not. :3
No badge run.
I generally agree with most of the tier list. I think flower saver is underrated because of potentially long battles. I don't know how long the average battle is, but if you use more than 5 FP moves in a battle, then you have saved more FP than an FP plus.
A tier list video? Perfection
Hey Bringle, wanted to say I love your content, been really fun watching these videos : )
Have you played Bug Fables yet? My personal favorite game of all time and I really enjoy what they did with the TTYD combat style, made the game really enjoyable imo. Have a good day!
refund is decent if you're doing a item only challenge (which is probably impossible if there's no way to reuse items)
I remember getting Zap Tap as a kid and never letting go of it. It was just so cool to invalidate 2 entire enemy types that gave me so much trouble.
12:45 it hurts to see a rating purely based on git gud mentality. I was kinda questioning p down d up then after thinking about that checks out cause defense is easy to negate some attacks just straight up ignore it and they arent that rare. the rest of the list so far I in agreement with. also even though this comment is a critique I love the content it's nice to see a game this good be pushed to the limit and examined for every detail that can be learned. you said it yourself "you learn something new everytime you play" I feel I learn something new everytime I watch! thank you!
Happy Hearts gives good gradual recovery on danger Mario builds. I like how it keeps my health at 5 whenever i take any damage
For anyone curious, Lucky Start specifically can either heal 2 HP a turn, restore 2 FP a turn, give you 50% dodge chance, or electrify you, with the effect lasting for 3 turns. On casual playthroughs where you aren't optimizing your badges and Super Guarding everything, it's pretty decent for only 4 BP, especially the 25% chance to get dodgy. Most regular battles don't last more than 3 turns, so I'd only unequip it for boss fights, and it'll provide a ton of longevity and can save you coins on buying mushrooms and syrups.
The same praise can be said for Damage Dodge, it's essentially a cheaper Defense Plus if you don't Super Guard everything. For casual players, it's pretty good.
Honestly the time I found Double Dip to be helpful was doing a challenge run where Mario is literally unable to attack outside of Specials or First Strikes due to wearing both the Hammerman and Jumpman badges at the same time. For bonus points (though not sure on how much utility it actually has), there are two available and if you have both equipped, you have the option to Triple Dip instead.
correction power jump doesn't just add +2 damage to your jump (otherwise when you have super boots power jump would do 4 damage which wouldn't even be a damage increase and its more power smash but in jump form (both do 4-6-8 damage based on boots/hammer tier)
@ 12:37
Yeah, but that’s so subjective. And yes, it’s “your” rating, but come on. Not everyone is gonna time Superguards 100% of the time. So, that extra 1 damage adds up over the course of each encounter, especially when you know you can’t win the fight in one or two turns and there’s a lot of enemies with annoying HP numbers.
Just saying.
Damn you're good at this style of content, glad you popped up in my algorithm!
From my 2nd playthru I have always used my first 2 level ups on BP and equipped Quick Change when I go into Hooktail Castle. With Quick Change I make full use of my partners it should be the number 1 badge hands down in my opinion but you ranked it 2nd so I will respect that as long as you acknowledge it is just amazing!
I would've put Quick Change at top of S, if only because of how much it impacts your ability to change up your strategy. Not that Powerbounce is strictly worse (they're pretty apples and oranges) but to me playing *without* QC makes me feel like I'm playing on hard mode. It just makes your life so much easier; it's probably the one badge worth that amount of BP.
For me the flower saver badges are at least A tier cause I like stacking them so I can use multibounce and koops power shell for 1 fp. In my most recent playthrough I went full attack build so I was able to kill most enemies in one turn and I had flower finder so multibounce and power shell were pretty much free. I've only done challenge runs with the base game though, I was unaware of the different challenge runs and mods with this game. Just found your content and it's very satisfying seeing someone be sick at my favorite childhood game :)
Hammer throw is an absolute godsend when trying to kill Swoopulas in the pit levels
Some TTYD 'Tubers have found legitimate, non-clallenge-run uses for the Double Pain badge. While I don't personally use it, I can see the legitimacy of those setups.
Thanks bro! I'm on chap 3 and I always go badge points on lvl up so this is helpful
So, I know you only play ttyd, but could you try playing 64? There are a lot of cool mods for the game, since the game has been decompiled. There’s Master Quest (a hard mode), Black Pit (a rouge-like), ttyd 64 (ttyd battle mechanics, and all badges and items), and so much more.
I know this was made before the remake, but in the remake, there are two badges (that I know of) that were added: Nostalgic Tunes and the 100% reward. I’m pretty sure these’d both land in the gimmick tier, especially considering that when you get the 100% reward, there’s almost nothing left to do in the game.
Sleepy stomp was buffed in the remake I think.
Here’s a tip for a mega rush strategy: Go to Chet Rippo and substitute your 10 health for 5 health and increase badge points by 3. Then, use the HP plus badge and Mario should be in danger. If you ever collect a heart on the overworld or heal up and get out of danger just unequip and re-equip the badge and Boom! back in danger. It is a risky strategy, but if you are confident in you action commands and your ability to take down threats before they have the opportunity to attack you back, then this is an excellent strategy after chapter 5!
Ice Smash is great for Chapter 5 since it does major damage to the Fire-based enemies. This is also why I like Ice Power since it's quite useful during that chapter and even in the last chapter when those Phantoms are common it's nice to have.
Double Dip and the partner version are potentially useful but only with Miss Mowz available to steal items but I agree with your ranking
Glad the red sound effect badge was highest of them all because it, being the cricket(or frog, depending on what version you're playing) has practical use in one single fight, that being Hooktail.